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BGWiki:Ultimate Weapon Augments
From FFXI Wiki
(Redirected from Ultimate Weapon Augments)
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Beginning the Process
- In order to begin this final step, you must possess an upgraded "119 III" or Aeonic weapon and the appropriate key item as detailed below:
- There are two options to obtain the required key item to upgrade your 119 III weapons, either of these can be done and it will have the same ending result:
- Option #1: Trade 10,000 Job Points from any job to Oboro.
- To begin this option, speak to Oboro while you are on a job that is Mastered. He will then ask for your help in upgrading his tools, and ask for Job Points to be donated to the cause.
- Only 700 total Job Points may be turned in across all available weapon types per week (resets Sunday, JP Midnight).
- They may be used from any job that you have mastered.
- They may also be used in any combination, such as 250 from Warrior, 50 from Bard, and 400 from Corsair.
- You can deposit 500 points towards Mythic weapons and then 200 against Aeonics during the same week. They both count towards the 700 JP limit.
- In order to donate Job Points, talk to Oboro and select "Upgrading my weapons even further".
- Within this menu, you will have an option for each weapon in your inventory that is eligible to upgrade and is on the "119 III stage.
- Mysterious weapon - Relic Weapons
- Balrahn armament - Mythic Weapons
- Secret moogle weapon - Empyrean Weapons
- Familiar weapon - Aeonic Weapons
- Ancient weapon - Ergon Weapons
- Oboro won't let you start to deposit Job Points until you finish depositing 10,000 stones.
- Option #2: Obtain the appropriate Mask of Light key item from the Dynamis - Divergence Wave 3 bosses. Each boss represents a type of weapon, as explained in the following table:
- Upon reaching Wave 3, a player must destroy an Elemental Circle in order to obtain the "Mask of Darkness" key item for that zone.
- Once you possess this Key Item, a "Mask" meter will appear in the top left of the screen next to the zone countdown timer, tracking your progress.
- Option 1: Defeat the boss.
- Calling for help prevents the unlock this way.
- Option 2: Damage the boss for a total of 30,000,000 HP. The mask meter will gradually fill as damage is done to the boss.
- The damage calculation is cumulative alliance damage, not player specific damage.
- The Disjoined bosses have around 20,000,000 HP, so a boss must be fought a minimum of two times in order to obtain your Mask of Light key item.
- You do not have to defeat the boss, so any progress made on damaging it will count towards your total.
- Calling for help still allows the mask meter to fill.
- Your points earned are saved until the next time you encounter that particular zone's boss.
- After receiving your Light Mask, you will obtain another Dark Mask on your next Elemental Circle kill.
- Filling the Mask bar a second time after receiving your Light Mask in that zone gifts you a M. Astral Detritus in your inventory.
- After you obtain a Key Item from any zone, or turn in 10,000 job points for any category, you must now ask Oboro about each weapon type you are able to upgrade.
- He will then take the Mask of Light from you, tell you that you may now upgrade that category of weapons, and then return said mask to you.
Upgrading your Weapons
- After you follow the steps above, you can now upgrade your weapons.
- Note: Unlike the crafted weapons and necks, you may not upgrade Ultimate Weapons via defeating enemies in Divergence.
- In order to begin the process, you must trade your eligible weapon plus one S. Astral Detritus to Oboro. You will then have Rank 1 augments placed on your weapon with a bar representing your total RP until next rank.
- To continue progressing ranks, weapon upgrades are completed by earning RP or "Reinforcement Points" on every eligible weapon you possess. These are earned by trading a weapon plus the following to Oboro:
- Crystal of Swart Astral Detritus (S. Astral Detritus) - Each swart crystal is worth 10 RP each.
- Crystal of Murky Astral Detritus (M. Astral Detritus) - Each murky crystal is worth 50 RP each.
- All REMA weapons reach a maximum of Rank 15, so a total of 5,960 points must be earned to fully augment a weapon.
- *This equals 6 stacks + 2 (596 total) Crystal of Swart Astral Detritus (S. Astral Detritus) -OR-
- *This equals 1 stack + 20 Crystal of Murky Astral Detritus (M. Astral Detritus) + 1 (single) Crystal of Swart Astral Detritus (S. Astral Detritus)
- Though the item says augment path A, there are no other augment paths possible to take.
- As long as you meet the requirements for a weapon type, multiple weapons from the same category, as well as multiple weapon types, can be upgraded at the same time!
- The linked Weapon Skill Damage bonus augment is applied to all hits in the linked Weapon Skill.[1]
- The hidden Weapon Skill Damage bonus term on Relic and Mythic Weapons is multiplicative with their augmented damage bonus. [2]
- Due to technical constraints, weapons cannot have an statistic as well as Dispense items at the same time. Because of this, the Marksmanship and Archery weapons lose their Dispensing capabilities once the augmentation process begins. In return, Oboro provides you with a new version of your 119 III weapon and an appropriate waist armor piece to equip so you can still generate appropriate Ammunition.
Relic Weapons
Relic Weapons | |||
---|---|---|---|
Weapon | Weapon Type | Job(s) | R15 Augments |
Spharai | Hand-to-Hand | MNK | DMG: +24 Final Heaven: Damage +20% "Counter" damage +30% |
Mandau | Dagger | RDM, THF, BRD | Main Hand: DMG: +7 Mercy Stroke: Damage +20% "Triple Attack" damage +10% |
Excalibur | Sword | RDM, PLD | Main Hand: DMG: +9 Knights of Round: Damage +20% Chance of successful block +10% |
Ragnarok | Great Sword | WAR, PLD, DRK | DMG: +17 Scourge: Damage +20% Critical hit damage +5% |
Guttler | Axe | BST | Main Hand: DMG: +12 Onslaught: Damage +20% Pet: "Double Attack" +5% |
Bravura | Great Axe | WAR | DMG: +20 Metatron Torment: Damage +20% "Double Attack" damage +10% |
Apocalypse | Scythe | DRK | DMG: +21 Catastrophe: Damage +20% "Drain" potency +10% |
Gungnir | Polearm | DRG | DMG: +20 Geirskogul: Damage +20% All Jumps damage +15% |
Kikoku | Katana | NIN | Main Hand: DMG: +8 Blade: Metsu: Damage +20% Ninjutsu casting time -20% |
Amanomurakumo | Great Katana | SAM | DMG: +18 Tachi: Kaiten: Damage +20% Skillchain damage +5% |
Mjollnir | Club | WHM | Main Hand: DMG: +12 Randgrith: Damage +20% "Cure" potency +30% |
Claustrum | Staff | BLM, SMN | DMG: +16 Gates of Tartarus: Damage +20% Enmity -20 |
Yoichinoyumi | Bow | RNG, SAM | DMG: +7 Namas Arrow: Damage +20% Critical hit rate +5% |
Annihilator | Gun | RNG | DMG: +12 Coronach: Damage +20% "Store TP" +5 |
Note: All one handed weapon augments only work in the Mainhand.
Empyrean Weapons
Empyrean Weapons | |||
---|---|---|---|
Weapon | Weapon Type | Job(s) | R15 Augments |
Verethragna | Hand-to-Hand | MNK, PUP | DMG: +20 Victory Smite: Damage +10% STR & DEX +20 |
Twashtar | Dagger | THF, BRD, DNC | Main Hand: DMG: +4 Rudra's Storm: Damage +10% DEX & AGI +20 |
Almace | Sword | RDM, PLD, BLU | Main Hand: DMG: +5 Chant du Cygne: Damage +10% DEX & MND +20 |
Caladbolg | Great Sword | PLD, DRK | DMG: +11 Torcleaver: Damage +10% STR & VIT +20 |
Farsha | Axe | WAR, BST | Main Hand: DMG: +6 Cloudsplitter: Damage +10% STR, DEX, MND, & CHR +15 |
Ukonvasara | Great Axe | WAR | DMG: +12 Ukko's Fury: Damage +10% STR & DEX +20 |
Redemption | Scythe | DRK | DMG: +13 Quietus: Damage +10% STR, DEX, INT, & MND +15 |
Rhongomiant | Polearm | DRG | DMG: +12 Camlann's Torment: Damage +10% STR & VIT +20 |
Kannagi | Katana | NIN | Main Hand: DMG: +5 Blade: Hi: Damage +10% DEX & AGI +20 |
Masamune | Great Katana | SAM | DMG: +11 Tachi: Fudo: Damage +10% STR & AGI +20 |
Gambanteinn | Club | WHM | Main Hand: DMG: +7 "Dagan" potency +10% HP, MP, & MND +20 |
Hvergelmir | Staff | BLM, SMN, SCH | DMG: +10 "Myrkr" potency +10% MP +30 |
Gandiva | Bow | RNG | DMG: +7 Jishnu's Radiance: Damage +10% STR & DEX +20 |
Armageddon | Gun | RNG, COR | DMG: +8 Wildfire: Damage +10% STR & AGI +20 |
Note: All one handed weapon augments only work in the Mainhand.
Aeonic Weapons
Aeonic Weapons | |||
---|---|---|---|
Weapon | Weapon Type | Job(s) | R15 Augments |
Godhands | Hand-to-Hand | MNK, PUP | DMG: +24 Shijin Spiral: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Aeneas | Dagger | THF, BRD, DNC | Main Hand: DMG: +6 Exenterator: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Sequence | Sword | RDM, PLD, BLU | Main Hand: DMG: +8 Requiescat: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Lionheart | Great Sword | RUN | DMG: +16 Resolution: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Tri-edge | Axe | BST | Main Hand: DMG: +9 Ruinator: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Chango | Great Axe | WAR | DMG: +16 Upheaval: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Anguta | Scythe | DRK | DMG: +17 Entropy: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Trishula | Polearm | DRG | DMG: +15 Stardiver: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Heishi Shorinken | Katana | NIN | Main Hand: DMG: +7 Blade: Shun: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Dojikiri Yasutsuna | Great Katana | SAM | DMG: +15 Tachi: Shoha: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Tishtrya | Club | WHM, GEO | Main Hand: DMG: +8 Realmrazer: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Khatvanga | Staff | BLM, SMN, SCH | DMG: +8 Shattersoul: Damage +10% Accuracy +30 & Magic Accuracy +30 |
Fail-Not | Bow | RNG | DMG: +7 Apex Arrow: Damage +10% Ranged Accuracy +30 & Magic Accuracy +30 |
Fomalhaut | Gun | RNG, COR | DMG: +9 Last Stand: Damage +10% Ranged Accuracy +30 & Magic Accuracy +30 |
Note: All one handed weapons augment only work in the Mainhand.
Mythic Weapons / Ergon Weapons
Mythic/Ergon Weapons | |||
---|---|---|---|
Weapon | Weapon Type | Job(s) | R15 Augments |
Conqueror | Great Axe | Warrior | DMG: +32 King's Justice: Damage +15% Accuracy +30 Magic Accuracy +30 |
Glanzfaust | Hand-to-Hand | Monk | DMG: +29 Ascetic's Fury: Damage +15% Accuracy +30 Magic Accuracy +30 |
Yagrush | Club | White Mage | Main Hand: DMG: +17 Mystic Boon: Damage +15% Accuracy +30 Magic Accuracy +30 |
Laevateinn | Staff | Black Mage | DMG: +26 Vidohunir: Damage +15% Accuracy +30 Magic Accuracy +30 |
Murgleis | Sword | Red Mage | Main Hand: DMG: +17 Death Blossom: Damage +15% Accuracy +30 Magic Accuracy +30 |
Vajra | Dagger | Thief | Main Hand: DMG: +15 Mandalic Stab: Damage +15% Accuracy +30 Magic Accuracy +30 |
Burtgang | Sword | Paladin | Main Hand: DMG: +20 Atonement: Enmity +100 Accuracy +30 Magic Accuracy +30 |
Liberator | Scythe | Dark Knight | DMG: +34 Insurgency: Damage +15% Accuracy +30 Magic Accuracy +30 |
Aymur | Axe | Beastmaster | Main Hand: DMG: +20 Primal Rend: Damage +15% Accuracy +30 Magic Accuracy +30 |
Carnwenhan | Dagger | Bard | Main Hand: DMG: +14 Mordant Rime: Damage +15% Accuracy +30 Magic Accuracy +30 |
Gastraphetes | Crossbow | Ranger | DMG: +5 Trueflight: Damage +15% Ranged Accuracy +30 Magic Accuracy +30 |
Kogarasumaru | Great Katana | Samurai | DMG: +29 Tachi: Rana: Damage +15% Accuracy +30 Magic Accuracy +30 |
Nagi | Katana | Ninja | Main Hand: DMG: +14 Blade: Kamu: Damage +15% Accuracy +30 Magic Accuracy +30 |
Ryunohige | Polearm | Dragoon | DMG: +32 Drakesbane: Damage +15% Accuracy +30 Magic Accuracy +30 |
Nirvana | Staff | Summoner | DMG: +26 Garland of Bliss: Damage +15% Avatar: Accuracy +30 Magic Accuracy +30 |
Tizona | Sword | Blue Mage | Main Hand: DMG: +18 Expiacion: Damage +15% Accuracy +30 Magic Accuracy +30 |
Death Penalty | Gun | Corsair | DMG: +6 Leaden Salute: Damage +15% Ranged Accuracy +30 Magic Accuracy +30 |
Kenkonken | Hand-to-Hand | Puppetmaster | DMG: +24 Stringing Pummel: Damage +15% Accuracy +30 Magic Accuracy +30 |
Terpsichore | Dagger | Dancer | Main Hand: DMG: +16 Pyrrhic Kleos: Damage +15% Accuracy +30 Magic Accuracy +30 |
Tupsimati | Staff | Scholar | DMG: +26 Omniscience: Damage +15% Accuracy +30 Magic Accuracy +30 |
Idris | Club | Geomancer | Main Hand: DMG: +22 Exudation: Damage +15% Accuracy +30 Magic Accuracy +30 |
Epeolatry | Great Sword | Rune Fencer | DMG: +39 Dimidiation: Damage +15% Accuracy +30 Magic Accuracy +30 |
Note: All one handed weapon augments only work in the Mainhand.
RP Allocation
The following table specifies how many Reinforcement Points need to be allocated to reach each rank for an item.
Rank | RP To Next Level | Total RP |
---|---|---|
1 | 50 | 10 |
2 | 80 | 60 |
3 | 120 | 140 |
4 | 170 | 260 |
5 | 220 | 430 |
6 | 280 | 650 |
7 | 340 | 930 |
8 | 410 | 1270 |
9 | 480 | 1680 |
10 | 560 | 2160 |
11 | 650 | 2720 |
12 | 750 | 3370 |
13 | 860 | 4120 |
14 | 980 | 4980 |
15 | ---- | 5960 |